/*  _________________________________________
   /                                      /_ \
  |                  FOWL                |/ \ |
  |                                      |___||
   \______________________________________\_/ |
       |                                      |
      /     FOWL Scripting Language          /
     /     Copywrite June 3, 2009,          /
    |     Darrell Eastman.                 |___
    |                                      |   |
     \______________________________________\_/
*/

//Wave Attributes:
//	Jump  | Strength | Float
//	Run   | Speed    | Float
//	Walk  | Speed    | Float
//	Climb | Speed    | Float
//	Glide | Speed    | Float
//
//Wave Fields:
//	int Animation Table[Begining Frame][Ending Frame];
//
//Wave Instructions:
//	Timming:
//		for( int Millisecond; Start to End; Synchronized ) Event;
//	Conditional:
//		if( Condition ) Event;
//	Keywords:
//		*			Optional Parameter
//		void		Attribute
//		scenetype	Collider( *bool HitBox )
//		scenetype	Target( scenetype Object )
//		float		Distance( scenetype A, scenetype B )
//		

//Fowl Script
class fowl
{
public:
	entity	Nde;		//Parrent entity
	int		Wav;		//Current Wave
	float	Atr[][];	//Wave Attributes [Cycle][Attribute]
	string	Ins[][];	//Wave Instructions

	//Load Script From Directory
	Load( entity Ent )
	{
		this->Wav	= new Fowl;
	
		//Load Script From File
		//"/script/entity" + ".edit"

		return Ent;
	}
	Run()
	{
	}
};

//Eyes in the Dark AI Type
/*
struct Fowl
{
	float	Wave[2][0];	//Wave Attributes
		//Wave Cycle
		//Jump| Run|Walk|Clmb|Glde
	string	Ani[3][0];	//Animation Table
		//Animation Name,
		//Begining, and
		//End Frame

}
*/
